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    posted a message on The Assets of Evil

    you could make a tut about how to attach units with the new methods in the editor , i dont know how all my old edits are broken now

    Posted in: Data Assets
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    posted a message on Does anybody know how to...

    there is allready a treath with an model of the marauder head just thake that and attach it due actors

    Posted in: Art Assets
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    posted a message on Smoke Model

    there is already a smoke model ingame just search for it its a cloud perfect for smoke stuff i use it too

    Posted in: Artist Tavern
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    posted a message on Major Problem with movement

    bit late and not the whole trigger but maybe some one still ask for it

    Mouse Down Left
        Events
            UI - Player Any Player clicks Left mouse button Down.
        Local Variables
            Cam Target = (Current camera target of player (Triggering player)) <Point>
            Mouse Clicked = (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world))) <Point>
        Conditions
            Player Spell Info 2[(Triggering player)].Right Pressed == False
        Actions
            Variable - Set Player Move and Attack Info 2[(Triggering player)].Left Pressed = True
            Variable - Set Player Move and Attack Info 2[(Triggering player)].Move Direction = (Angle from Cam Target to Mouse Clicked)
            Unit - Turn Heroes 2[(Triggering player)] Selectable state Off
            Unit Selection - Deselect Heroes 2[(Triggering player)] for player (Triggering player)
            Unit - Turn Heroes 2[(Triggering player)] Movable state On

    Mouse Up Left
        Events
            UI - Player Any Player clicks Left mouse button Up.
        Local Variables
        Conditions
        Actions
            Variable - Set Player Move and Attack Info 2[(Triggering player)].Left Pressed = False
            Variable - Set Player Move and Attack Info 2[(Triggering player)].Unit Clicked = False
            Unit - Order Heroes 2[(Triggering player)] to ( Stop) (Replace Existing Orders)
            Unit - Turn Heroes 2[(Triggering player)] Selectable state On
            Unit Selection - Select Heroes 2[(Triggering player)] for player (Triggering player)
            Unit - Turn Heroes 2[(Triggering player)] Movable state Off

    Posted in: Miscellaneous Development
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    posted a message on How to make merge ability similar to high templars?

    allready made this u just need to copy all stuff in the ability link the stuff togheter like in the original and change the unit tjat is needet to morph and the unit that gets createt

    Posted in: Data
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    posted a message on Bether way to merge units in region

    income is allready 1 just dont updated version

    just need helpwith this merging trigger  =/

    Posted in: Triggers
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    posted a message on Bether way to merge units in region

    i cleared up the triggers now a bit and made some changes working more stable now but maybe someone finds a bether way how i do merge the units the goal is to put every unit that is createt like a marine or reaper is set into an variable that counts how many of the units are on the field from one side
    so if like 10 marines from one side are on the field a new lets say hero unit spawns for the team and the 10 marines are getting removed from the field

    Posted in: Triggers
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    posted a message on Bether way to merge units in region

    i mean in the folder hero spawn there are the merge triggers i know there are alot of ways to make this easyer but i had no internet to look in here

    Posted in: Triggers
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    posted a message on Bether way to merge units in region

    hey i got a map where u get a bether unit if u got like 10 marines etc i am using a if u nit enters event and set variable to + 1 but if there are more then like 100 units the trigger stops working becouse of to many treaths so how is it possible to make it more stable

    Posted in: Triggers
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    posted a message on tank siege per trigger

    sry for my dumbness wrong event and not picked unit

    Posted in: Triggers
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    posted a message on tank siege per trigger

    hey

    got a problem here got a trigger that applys a 6 second buff that does nothing and makes tank sieged

    stim tank
        Events
            Unit - Any Unit starts attacking
            Unit - Add 1 time behavior to (Triggering unit) from (Triggering unit)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Triggering unit)) == Siege Tank (Tank Mode)
                Then
                    Unit - Order (Triggering unit) to (Siege Tank - Siege Mode) (Replace Existing Orders)
                Else

    i got a trigger that tells every 2.5 seconds every unit to attack
    this works perfect but what i want is  after no unit is near he should unsiege and continue to walk

    tank siege 2
        Events
            Unit - Any Unit is issued an order to  Attack
            Unit Group - Pick each unit in unit group 8 and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Unit type of (Triggering unit)) == Siege Tank (Siege Mode)
                            ((Triggering unit) has time behavior) == false
                        Then
                            Unit - Order (Triggering unit) to (Siege Tank - Tank Mode) (Replace Existing Orders)
                        Else

     and this is not working
    he sieges but dont unsieges
    same with roaches burrow unburrow
    but with some strange reason roaches work somethime

    Posted in: Triggers
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    posted a message on Diablo 3 Witch Doctor

    looks very good  

    hopfully see more

    Posted in: Artist Tavern
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    posted a message on Too many units in unit group

    fixed this stuff now

    but i got the problem that if someone wants to play 1v1 they get in the same team what i dont want

    thats weard

    Posted in: Triggers
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    posted a message on Too many units in unit group

    ok i fixed this but now i got this error every time i create a carrier

    i think itsa becouse i made the interceprotrs to missiles

    WARNING: Trying to create a missile directly and not in the context of an attack.

    Posted in: Triggers
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    posted a message on Too many units in unit group

    okay now he says to many treaths in adding to unit group

    and attack stops when he says this its after making 27 building = 27 carriers

    i put them into the unit group to make it easyer to tell them to attack the opposite  point

    Posted in: Triggers
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